/Engine/Source/Editor/UnrealEd/Public/Kismet2/KismetEditorUtilities.h
Take an Actor and generate a blueprint based on it. Uses the Actors type as the parent class.
The blueprint created from the actor
static [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * CreateBlueprintFromActor ( const [FName](API\Runtime\Core\UObject\FName) BlueprintName, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Outer, [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor, const [FCreateBlueprintFromActorParams](API\Editor\UnrealEd\Kismet2\FKismetEditorUtilities\FCreateBlueprint-) & Params )